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00032041 1-164

Basic Information


Flask Wheel

Attack Damage Defence Life Musou
5 1 3 2 6


Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Battle Spear 48 38 35 160 150 125 130 Luck


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Battle Spear +30 +20 +26 +22 +32
2 War Spear +33 +23 +29 +25 +35
3 Martial Spear +36 +26 +32 +28 +38
4 Horizon +39 +29 +35 +31 +41
5 Oblivion +42 +32 +38 +34 +44
6 True Oblivion +45 +35 +41 +37 +47


Pictures

Battle Spear & War Spear

+ Fire + Ice
WSpear2 WSpear2F WSpear2I
+ Wind + Vorpal + Lightining
WSpear2W WSpear2V Scythe2L


Martial Spear

+ Fire + Ice
WSpear3 WSpear3F WSpear3I
+ Wind + Vorpal + Lightning
WSpear3W WSpear3V Scythe3L


Horizon

+ Fire + Ice
WSpear4 WSpear4F WSpear4I
+ Wind + Vorpal + Lightning
WSpear4W WSpear4V Scythe4L


Oblivion & True Oblivion

+ Fire + Ice
BatspearR6 WSpear6F WSpear6I
+ Wind + Vorpal + Lightning
WSpear6W WSpear6V Scythe6L

Emblem's

Description

Emblem Description Stagger Stun Knockback Launch Elemental SuperArmor
Thrust Throws the spear forward like a boomerang. O (Throw) O (On return) C6 (both hits) O (Out going)
Pierce

Jump and spin forwards, releasing a wave of energy forward and backwards. Wave causes collapse.

O C6 (wave)
Crescent Three spins ending with a elemental slash to the right. O O (last hit)
Moon A 360º spin with spear held out wide. Causes collapse. C6
Eclipse Three spins ending with a wide AoE energy circle around you. O O
Fan Short combo. Right swing, left swing, right swing, left swing. O O


Evaluation

Target C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Ok Ok Good Good Ok Ok Ok Bad Ok Good
Capture Bad Bad Good Good Bad Bad Bad Ok Ok Good
Defeat Bad Ok Good Good Bad Ok Good Good Ok Good

Video's

Thrust
DWO_War_Spear_-_Thrust


Pierce
DWO_War_Spear_-_Pierce









Crescent
DWO_War_Spear_-_Crescent


Moon
DWO_War_Spear_-_Moon


Eclipse
DWO_War_Spear_Eclipse


Fan
DWO_War_Spear_-_Fan


Move Set

Attack Description
Charge 2 Backhanded uppercut with Spear
Charge 3 Repeated frontward thrusts with top of spear ending with a wide slash
Charge 4 360º spin slash
Charge 5 Thrust spear upwards creating a whirlwind in front
Evolution N2 > N3 > C4
Jump Charge Pull enemy into the air and peform 3 spining hits
Jump Attack Forward spining attack
Dash Attack Sliding Slash


Move Set Video
DWO_War_Spear_-_Move_Set


Musou

Description

Type Attributes Description
Musou Low Mobility, Juggles, Knockback finisher. Spin like a hurricane with spear held out. Ends by jumping to slow the spin.
True Musou Musou with added Fire damage. Ends with throwing Spear into the air creating a tornado, then jumping spin flip forward catching the spear.

Musou Length

Musou 150-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx
Number of Hits - - - - - -

This table lists the Musou stat and how much Musou you will need to increase the minimum number of hits you will do. (Assuming you use the full length of the bar)

Do note that these numbers may not fully represent the minimum needed to increase the number of hits.

Video

Musou's Video
DWO_War_Spear_-_Musou's


Advanced +

Luck Radomize your Adv+ and Shuffle the Adv+ of all commanders on the field

Advanced + Video
DWO_War_Spear_-_Advanced


Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 8 8 10 12 17 20 10 12 17 20 8 10+5+5+10 17 (2.5*4)N+10e 17e 12e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 8+8 10e+10e 7+(10+10) 9+(12e+12e) 8+8+10e 10+10+12e 12 14e 6+(8+8)+10e 6+6+8+12e 15N+6
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, e = Element.
  • What do these values mean? They determine how much damage you do per swing. Refer to the Battle Mechanics page for more details.
  • The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is usually the knockback finisher of the combo(if it has one).
  • "Base" represents the damage value of the attack by itself.
  • E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled.


Temper Suggestion's

Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.

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